RimWorld

RimWorld

Alpha Animals
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Update: Dec 12, 2020 @ 6:53am


v2.1102:

Tweaked the Ray-Hound so it only applies extra damage to Mechanoids, and that extra damage is EMP, so mechanoids can "adapt" to it

Update: Dec 7, 2020 @ 10:54am


v2.1101:

Added destroyOnDrop tag to mechanoid weapons so they aren't affected by mods that force vanilla mechanoid weapons to drop

Update: Dec 3, 2020 @ 2:00am


v2.11:

Tweaked the Mature Fleshbeast. It will now "retain" its prey inside for 1 day. If killed during that day, there is a big chance its prey will be damaged, but alive. After that day, it digests its food, crapping skeletons. This day counter is displayed in the inspect string.
Added Mature Fleshbeast to mod options cause I forgot
Modified wildness of the Colossal Aerofleet so it can be properly tamed
Added the new batteries to the charging list for the TetraSlug and the feeding list for the Drainer
Added Save Our Ship 2's ship capacitors to the charging list for the TetraSlug and the feeding list for the Drainer
Added a null map check to CompMetamorphosis so butterflies don't produce errors while caravaning

Update: Dec 2, 2020 @ 7:05am


v2.10:

Added a new creature, the Mature Fleshbeast. This animal can swallow its prey whole. If Genetic Rim is installed, Aberrant fleshbeasts will turn into Mature fleshbeasts after 15 days.
Added a whole resource system based on Aerofleets. Aerofleet (and the colossal and infected variants) will now produce Blue Gel when tamed. This Blue Gel can be used to make special batteries, or refined further to make hexagel, which can later be used to build an hexagel core reactor, a late game energy source which produces huge amounts of energy by consuming uranium and refined gel.
Colossal Aerofleet can now reproduce asexually into normal Aerofleet.
Remade the whole options screen to use a scroll bar, and added a LOT of toggles for creatures that were missing from it. Do you want a Gallatross Graveyard without Gallatross? First, why? Second, suit yourself. NOTE THAT YOU MAY NEED TO RECHECK THE OPTIONS.
Added requisite for Mechanoid Sapper event to have the "Fabrication" research finished to avoid it appearing on midgame low-tech colonies.
Fixed a typo with Animalisk eggs.
Added credit to Phoenix Owlcat

Update: Nov 18, 2020 @ 1:06am


v2.903:

Updated Vanilla Achievements Expanded nuget to latest version

Update: Nov 16, 2020 @ 7:32am


v2.902:

Capped mechanoid sapper incident to spawn 10 total mechs, plus the Demolisher
Added a tag to avoid the Phoenix Owlcat appearing as a manhunter

Update: Nov 16, 2020 @ 12:24am


v2.901:

Fixing the ItemCraftTrackerWithIngredients for Vanilla Achievements Expanded, since it was being problematic
Fixed the Mechanoid sappers event producing a thousand mechs on high colony wealth

Update: Nov 15, 2020 @ 3:01pm

[Auto-generated text]: Update on 11/16/2020 12:00:50 AM.

Update: Nov 15, 2020 @ 12:23pm


v2.9:

Added 5 new creatures: the Acanthamoeba Gigantea, Animalisk, Drainer, Mime and Phoenix Owlcat
Added events to spawn Animalisk and Mime
Added 35 new achievements for the Vanilla Achievements Expanded mod
Added achievement reward to get a drop pod with a random Alpha Animal inside
Added two new retextures of Feralisk corpse and Feralisk web attack
Tetraslug will now recharge batteries from Vanilla Furniture Expanded - Power mod
Angel Moth will now eat apparel from Vanilla Apparel Expanded
Added mod options to allow or disallow Ray Hound and Angel Moths, which were missing
Re-added the mechanoid sappers event, this time functioning correctly and spawning from an ancient mechanoid assembler. This should not interfere with normal mechanoid raids as it was before

Update: Oct 19, 2020 @ 1:04am


v2.702:

Disabed mechanoid sapper raids until I can properly rewrite them as a separate incident altogether, since the game is somehow prioritizing sapper mechanoids over other raid types
Pointed Lord of the Rims patch to the "Continued" version by Mlie